Hermit Yoda Jedi recluse who imparts sage wisdom in the ways of the Force
Unlocks at: 5 stars
Available from: Guild Events Store Abilities Basic Attack – Master’s Protection:
All other allies recover 10% Health and 5% Protection. All other Jedi allies gain 5% Turn Meter.
Special Ability – Master’s Training:
Yoda gains Stealth for 2 turns. Dispel all debuffs on target other ally and grant them the Master’s Training unique buff until the end of the encounter. Then, call all allies with Master’s Training to Assist. (Cooldown 3)
--Master’s Training: +25% (doubled on Jedi) Accuracy, Defense, Offense, Potency, and Tenacity. Can’t be Dispelled or prevented.
Special Ability – Strength Flows from the Force:
All allies have their current Health percentages equalized. (Health equalizing effects ignore Healing Immunity.) Then, all allies recover 20% Health and Protection and Jedi allies gain Foresight for 2 turns. (Cooldown 4)
Unique Ability – In Exile:
Yoda gains Stealth for 2 turns at the start of encounter, and has +100% Evasion while Stealthed. When there are no active allies, Yoda escapes from the battle.
Unique Ability – Do or Do Not:
Whenever an ally with Master’s Training is defeated, Yoda gains 100% Turn Meter and resets all of his cooldowns.
Use Strength Flows from the Force as often as possible to top off allies, and prevent the next incoming attack with Foresight.
In PvE, using Master’s Training under a Teebo lead with other Turn Meter removal specialists makes for a powerful squad—one that can extend the battle and turn the fight in your favor.
Qui-Gon Jinn or Ima-Gun Di make great Jedi leads to build a Hermit Yoda team around. Add your favorite Jedi to fill out the rest of the roster.
As Master’s Training stacks with other buffs, consider combining Yoda with Jedi units who utilize Offense or Defense Up (for example Jedi Knight Anakin, Ima-Gun Di, or Obi-Wan Kenobi) to greatly increase Damage and Survivability.
Where to Use
Hermit Yoda is powerful enough to improve any Jedi team in almost any situation.
He also shines in a Turn Meter removal squad, given his Master’s Training call-all allows those units to go to work against opponents. Hermit Yoda also helps sustain his team with keenly effective health and protection abilities.
Hermit Yoda Escapes!
Hermit Yoda’s “In Exile” is the first character ability to use the “Escape” mechanic, formerly found only in Raids, in any game mode. If Hermit Yoda is ever the last remaining character on his side, he Escapes and the battle ends in Defeat, but what happens after that depends on the game mode. Here’s a breakdown:
Arena: Yoda Escapes and the battle ends in Defeat.
Galactic War: Yoda Escapes and the battle ends in Defeat but he will still be available to use in that Galactic War with the Health/Protection/Turn Meter/Cooldowns he Escaped with.
PVE Nodes: Yoda Escapes and the battle ends in Defeat.
Raid: Yoda Escapes and the battle ends in Defeat. Similarly to using the Escape button, Yoda will be available to use in future attempts.
Territory Battles: Yoda Escapes and the battle ends in Defeat. In Territory Battles, units are limited to one attempt per phase, so he will not be available for use until that phase ends.
NOTE- Keen eyed Holotable heroes have spied that sweet buff stacking in some of the gifs and videos circulating over this release. This will not be implemented in game when Territory Battles go live, but please consider it a sneak peek of things to come for the future!